This is just an progress post about some things that are happening inside rhino/gh model about the navgraph to keep people up to speed.

1. Creating the nav graph

First step is populating the workplace floor plan with a whole lot of points. These points are being used as the platform to apply a mesh ontop that will be used for our shortest path or any path of a person for that matter. Increasing the number of points populated on the floor plan will mean that the paths of the person can be more smoother/natural and less dramatic as shown in the images below.

1000 points

22000 points

2. Maximising the points on the floor plan

Something to take note of in the image is that there is only so much you can do when populating the floor plan with points. There is no alarming threshold or error message when you add ‘X’ amount of points in grasshopper, but it seems there is no big difference when increasing from for example 200000 to 300000 points. At the moment, the grasshopper script contains 220000 points. It is likely not to change either at this stage. There is no real reason as why this is exactly the number but when experimenting with different numbers it did take a long time to compute - just stuck with 22000 for the time being.

3. Inclusion and Exclusion

As people do not walk through tables or columns etc, have to make sure that the points populated on the floor plan exclude physical obstacles to make the paths more believable and replicate what can happen in reality as shown in the image below.


4. Applying the nav mesh

So the navgraph is being created with a delaunay. As you can see in the image, not all the points in the excluded area were excluded as I believe you need these points to make a successful delaunay or could be another reason. Thats my suspected reason anyway. This means that parts of the delaunay curves overlap the obstacle area which further means that there is a possibility in the viz that you can walk through a table or column etc. Playing around with fake data, it doesn’t affect the viz too much but there is also the possibility of it being a problem. Creating a successful viz will mean that there needs to be more thought into this.


5. Dealing with funky curves

Theres also alot of funky curves around the perimeter of the floor plan which means that some of the paths of people are walking shoulder against a wall, which probably doesn’t happen. This is where some of the delaunay curves get pretty funky as it can get very dense and create weird paths.

funky curves

6. Manual fix

What needs to be done to fix part #4 and #5, is that will need to do manual delete/fix of problem areas where some of lines go through walls, furniture and any other obstacles and weird lines. This will ensure that the paths of people resemble more of reality and less of ghost people teleporting through a wall or shoulder against a wall. This manual fix is done after the navmesh has been baked out of gh and into rhino. So this is also why increasing the points will not change as if we were to increase the density of the points, will need to repeat the entire process again which can be a time consuming process.





7. Progress before today.

So alot of the curves have been deleted from the rhino model in the BVN file (just for testing atm). As this is a manual process, I have not gone and deleted absolutely everything as there will be some instances where my naked eye can’t catch unless I really sit down and spend maybe 5 years doing. This will be an ongoing process that I hope everyone can do if they catch some lines being funky in the model.

8. Progress after today - Offseting the boundaries

Soo……..turns out the sentence i said in part #6 where i said i wouldnt be repeating this process has now been changed. In order to make the paths more believable, an offset of 300mm around each of the obstacles need to be done. Due to the problem that was brought up in #5 when dealing with bodies walking along walls, there will still be instances where people can walk with their bodies grazing along the corner of the table as shown in the image below.

Offsetting these obstacles and re-doing this navgraph process can ensure that people walk more towards the middle based on common sense. Of course there is a cheat to just delete the lines that are within the offset boundary, but in the case for others to use this script when needed, it needs to be properly done - will do this over the weekend.